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Last Call: Flamethrower
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<blockquote data-quote="Brasswatchman" data-source="post: 2623032" data-attributes="member: 36967"><p>Here's my last effort at the flamethrower I posted earlier, encorporating the comments I recieved on this and other boards. More feedback appreciated.</p><p></p><p></p><p></p><p>FLAMETHROWER</p><p>Cost: 450 gp</p><p>Damage (Small): 2d4</p><p>Damage (Medium): 2d6</p><p>Critical: x3</p><p>Range Increment: 5 ft.</p><p>Weight: 28 lbs.</p><p>Type: Fire</p><p></p><p>FLAMETHROWER FUEL TANK (5 SHOTS):</p><p>Cost: 150 gp</p><p>Weight: 12 lbs.</p><p></p><p> This horror of gnomish technology, produced by the Davros Workers’ Collective, shoots a short burst of flame out of a rifle-like device, held in the user’s hands. The rifle is in turn connected by a hose to a large tank, carried on the wearer’s back.</p><p> The device is considered a two-handed ranged weapon. Its use within melee combat provokes an attack of opportunity, as is standard for ranged weapons. The device also has a maximum range of 20 feet; it cannot hit a target that is further than this distance away.</p><p> The weight of the fuel tank is not accounted for in the flamethrower’s listed weight. </p><p> Flamethrower fuel detonates if it is exposed to air. If this occurs, the fuel reacts as if it were alchemist’s fire, one flask per each unexpended shot remaining in the tank. Flamethrower tanks tend to be sturdy objects as a result; the tank has a hardness of 12 and 15 hit points. The tank must be fully destroyed, when sundering, in order to ignite the fuel. </p><p> If a flamethrower is being worn or carried by a character who fails his saving throw against a magical fire attack, that character is in trouble. If the damage done by the attack overcomes the fuel tank’s hardness – in other words, does more than 12 points of damage – the fuel must itself make a saving throw against the spell, with a bonus of +7. If this saving throw fails, part of the tank melts and the fuel ignites.</p><p> Flamethrower fuel itself may theoretically be used as a thrown weapon, like alchemist’s fire; however, the tank is not designed to be thrown. The fuel must therefore be somehow poured out and prepared to be thrown – a dangerous operation, since any exposure to air will cause it to ignite – or the tank must be modified to allow its use as a large grenade. To use this second option, a player must make a Craft (Weaponsmithing) check, DC 30. The operation takes six hours, during which the player cannot be disturbed.</p></blockquote><p></p>
[QUOTE="Brasswatchman, post: 2623032, member: 36967"] Here's my last effort at the flamethrower I posted earlier, encorporating the comments I recieved on this and other boards. More feedback appreciated. FLAMETHROWER Cost: 450 gp Damage (Small): 2d4 Damage (Medium): 2d6 Critical: x3 Range Increment: 5 ft. Weight: 28 lbs. Type: Fire FLAMETHROWER FUEL TANK (5 SHOTS): Cost: 150 gp Weight: 12 lbs. This horror of gnomish technology, produced by the Davros Workers’ Collective, shoots a short burst of flame out of a rifle-like device, held in the user’s hands. The rifle is in turn connected by a hose to a large tank, carried on the wearer’s back. The device is considered a two-handed ranged weapon. Its use within melee combat provokes an attack of opportunity, as is standard for ranged weapons. The device also has a maximum range of 20 feet; it cannot hit a target that is further than this distance away. The weight of the fuel tank is not accounted for in the flamethrower’s listed weight. Flamethrower fuel detonates if it is exposed to air. If this occurs, the fuel reacts as if it were alchemist’s fire, one flask per each unexpended shot remaining in the tank. Flamethrower tanks tend to be sturdy objects as a result; the tank has a hardness of 12 and 15 hit points. The tank must be fully destroyed, when sundering, in order to ignite the fuel. If a flamethrower is being worn or carried by a character who fails his saving throw against a magical fire attack, that character is in trouble. If the damage done by the attack overcomes the fuel tank’s hardness – in other words, does more than 12 points of damage – the fuel must itself make a saving throw against the spell, with a bonus of +7. If this saving throw fails, part of the tank melts and the fuel ignites. Flamethrower fuel itself may theoretically be used as a thrown weapon, like alchemist’s fire; however, the tank is not designed to be thrown. The fuel must therefore be somehow poured out and prepared to be thrown – a dangerous operation, since any exposure to air will cause it to ignite – or the tank must be modified to allow its use as a large grenade. To use this second option, a player must make a Craft (Weaponsmithing) check, DC 30. The operation takes six hours, during which the player cannot be disturbed. [/QUOTE]
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